A media platform for kids measured success by daily screen time, creating financial pressure to keep kids glued to screens. The team built esports courses teaching math and business through streaming to justify the hours, partnering with schools to award credit for the classes.
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Geez, the metric was how many hours per day we get a kid in front of the screen, right? So, you know, that amount of time dictates the media plays we have, the sponsorship plays. So how do you deal with things like that? So those have been interesting ones for me. And I always question whether I'm, you know, do I want to get out of this thing? It's doing well, the investment's a good investment, but it begins distracting from, you know, some of the core values. I'd like to know how you get out. Real quick, the esports play, we insisted that they begin developing courses as well. So if a kid is glued to a screen for 6 hours a day, can you teach them math through that screen? So we actually got colleges to begin giving— or high schools to begin giving credit for streaming courses, for esports courses, how to build an esports business, things like that. Launched a curriculum that was a money-losing curriculum at start, but it helped, you know, it took our audience and the channel that they were using, it became a good delivery mechanism.